Oh crap, that won't work unless they're a really bad player.
They'll team attack with everybody into you, and you'll have to throw your weenie out there then to make the attack illegal, at which point they can pick him off with one of their weenies, and commence smashing you.
I'd still like to see the deck tested more, but I don't have high hopes. It is an interesting deck...
First off you can't do that because Harry must be visible for his ability to work. Second the deck keeps aggresive board parity with Raising Hell, allowing you to deal your damage with a character and then KO it and your opponents largest drop preventing massive breakthrough during the next combat. Also in regards to all of your guys being hidden against the Brotherhood, 8 of thier twists require a character to be useful, the Acolytes and Boot to the Head, do not deal damage, they only fire when attacking or defending against a character. Spoor and the location are your biggest concerns and they do not get cranked up until 3 and 4.
The deck will be as consistent as any other deck in the format. Degrading decks based on theory without testing is pretty useless.
Excellent points. Yeah, I see now why Harry's ability isn't that important in the deck after all. Trevor Fitzroy's ability also requires you to discard a mental card, and there's only 12 in the deck. And I hadn't even realized that TA and Boot are worthless if all your guys are hidden.
I'm always learning that reading is fundamental :)
But only two 6-drops? Squadron can win on 5, but it's Squadron...
I was impressed by Ryan's evasion deck- granted I only saw a few games, but it played better than I would have thought. I'd like to see it played some more.
I don't quite get the Hellfire deck. I mean obviously its not bad. Its just that all that hidden seems like it would lead to way to much damage directly to your grundle.
99% decks don't have the capability to deal 50 damage in two inititive turns. Even when attacking directly with all of their best cards. It's the same premise behind your deck. Sage's 2 defense does not prevent damage so she might as well be hidden. A three drop with a 4 or 5 butt is stopping 1/2 points of damage respectivly. An all hidden deck gives you 4 intitives worth of attacks to your opponents two at the cost of 3 extra damage you would not be taking. ! Every turn you are attacking them while they only exert damage every other turn! That's the basic principle.
I'm not following. Are you taking into account the lost potential for reinforcing when you're only playing 1 visible character? I don't think Harry Leland's effect counts very much after all.
Go down fighting is great...when it is useful and terrible when it is not. Sounds obvious but sometimes it has to be said. I have found with a bad run of replacements suddenly I can do nothing at all! Then the one round of Go Down Fighting is a life saver. It's a three of maybe a two of. If you don't run it I think you have to up the character count.
Matt, read my argument for Shrink in Brotherhood (below), and tell me if you think it's worth testing? If so maybe we can test it on Saturday? If not I'll goldfish it myself and see it it works like I think it will.
You can always run 1 and guarantee that you'll never have that problem, but if testing shows that it's good, play 2. It shouldn't be a problem. If testing shows it's real good (recycling Amelia, etc.), play 3. I don't know about CDtL. It just seems like a crappier Boot to the Head when played in Brotherhood.
I still think Shrink would be good in Brotherhood: Say it's turn 4 and they have initiative.. If they have an attack pump, they'll try to send their 3 up into your 4 and blow their pump before passing initiative. Shrink. If they don't have the attack pump, they'll just go across the curve. Shrink. Say it's your initiative. In Brotherhood you almost always have an attack pump, even if it's just Planet X. Attack across the curve, use your pump (most are re-usable or recycling anyway), Shrink. I think it's especially good if you're running multiple Planet X's
( ... )
Now that I think about it, how much worse would CDtL be over Planet X? PX replaces itself, while you have to replace a reservist for CDtL, but how big of a negative is that in the deck? I would recommend testing it and seeing how often you say "but I don't want to replace any of my reservists right now..."
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They'll team attack with everybody into you, and you'll have to throw your weenie out there then to make the attack illegal, at which point they can pick him off with one of their weenies, and commence smashing you.
I'd still like to see the deck tested more, but I don't have high hopes. It is an interesting deck...
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The deck will be as consistent as any other deck in the format. Degrading decks based on theory without testing is pretty useless.
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I'm always learning that reading is fundamental :)
But only two 6-drops? Squadron can win on 5, but it's Squadron...
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I still think Shrink would be good in Brotherhood: Say it's turn 4 and they have initiative.. If they have an attack pump, they'll try to send their 3 up into your 4 and blow their pump before passing initiative. Shrink. If they don't have the attack pump, they'll just go across the curve. Shrink. Say it's your initiative. In Brotherhood you almost always have an attack pump, even if it's just Planet X. Attack across the curve, use your pump (most are re-usable or recycling anyway), Shrink. I think it's especially good if you're running multiple Planet X's ( ... )
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